vee41's Recent Forum Activity

  • You need only add a single function object to the game, you can create as many functions out of it as you like. I recommend you check manual entry for function object. :)

  • Try adding for each text - condition before your variable comparison.

  •       "Sub-Subevent"   System HealthBar.Pin.PinnedUID = EnemyFamily.UID (HealthBar.destroy)

    I'd guess this line doesn't actually do any picking, so no health bars are picked here. You could try:

    a) saving health bar UID into EnemyFamily variable and using pick by UID condition when destroying the health bar

    b) if there is no overlapping in your enemies, pick closest health bar to the dying enemy and destroy that

    c) something more elegant :)

  • 1, Use a container to bind one health bar to one enemy type (not a family). Ideally I'd be able to bind objects together in containers at run time but can't see a way to do this.

    You could do it this way:

    On familyName created

    ..Spawn healthbar on familyName (position/imagepont)

    ..Pin or whateverYouDoWithHealthBars

  • To Ashley. I know it's part of the limitation of the engine, but it's more frustrating to use. Especially when designing I want to create object linking.

    Currently I do

    create object

    wait 0.02

    uid = object.uid

    this so far works. but feels sloppy :(

    I recall 'wait 0' works as well, it divides it into two sections that are executed one after another. Feels a bit cleaner to me, basically the same thing though :)

  • Hey all,

    Is it only geared for arcade / platform / puzzle experiences?

    thanks in advance!

    Not really, anything 2D is possible. I've been working on turn based 4X and RTS for example :)

  • Now due this I have to unpin them (pinned objects don't seem to move with scaling), scale them separately and set their position every tick card is scaled.

    Here are some thoughts on my own question:

    You could set their position to an imagepoint of scaled object every tick the scaling is happening, thus not needing any math for positioning the objects.

    Still, this seems a bit too complex :)

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  • Hi,

    I am currently working on a isometric strategy game. While creating the map background (terrain, rivers, ...) I was thinking if it is better to make a (very) large image as background (X000px x X000 px) instead of placing object for object separate.

    What would you do? What is the best way to make a RTS Map with the least perfomance hit?

    It's been stated few times that you should avoid large images and try to divide your layouts into smaller objects. So I'd go with that approach. You can probably find some recent discussions about the topic with forum search :)

  • Should work, you can lose the str() when getting value from the array.

  • That wouldbe families in c2, not available in free version. :-)

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  • Put your textures in different animation frames of sprite. Then set correct frame at events based on your variable.

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vee41

Member since 12 Apr, 2012

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